View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0014524 | The Last Federation | Balance Issue | Apr 23, 2014 6:16 pm | Apr 25, 2014 1:24 pm | |
Reporter | Aswin | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.004 (x64 Linux Build) | ||||
Fixed in Version | 1.005 Beta (Holy Smokes It's Big) | ||||
Summary | 0014524: Ability to repeatedly raid pirates for bribe items makes the game too easy | ||||
Description | Each raid generally gives the player 1 bribe item, and 3 more if they board the freighters (moving over them). Makes buying bribe items useless. I've included a screenshot of all the bribe items I have (and these are just the ones I haven't got around to using yet). This is after somewhere around seven raids. Hard strategic layer feels too easy currently and I think this is a large contributing factor. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
related to | 0014434 | resolved | keith.lamothe | Player has no incentive to destroy pirate bases |
parent of | 0014569 | new | Pirate slave grind | |
Not all the children of this issue are yet resolved or closed. |
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Raiding pirate freighters is the most profitable action in the game. In a mission you get between 2-4 (maybe more) freighters. Each gives you 1 item, plus the bonus item for completing the mission. In addition, by killing the pirate flagships you can gain between 0-9 pilots per mission. The Skylaxians, for example, will buy them back at $100 each. Lastly, you gain credit for killing ships, a pittance (if anything for the freighters, and a hefty 0000042:0000300 for the flagships and escorts). Furthermore, the length of the raid makes this action even better, the base length is ~0.10 months, plus ~0.05 months per 3 turns after that (examples, 3 turns = 0.15 months, 9 turns 0.20 months, 14 turns = 0.33 months). So for a single average freighter raid you can get 3 freighters ($400 worth of items), 1 flagship ($300), and 4.5 pilots ($450) in 6 turns which is a total of $1150) in 0.2 months. Doing 5 raids per month nets you $5750. More importantly, it causes 0 influence changes. In comparison, most other actions are horrible, for example, you can provide medical help which gives you ~$75, ~+0.2 influence, and +1 Medical RCS per month. The opposite point is that most other actions don't give you any credits worth mentioning, especially without a prohibitive influence cost. The best source is the anti-AFA missions which net $30k-90k for an extremely long and drawn out battle. Robbing resources from a target player was previously very abusive, now the influence penalties make it completely unattractive (unless everyone is at war with your target, then it is golden). Likewise, selling pilots as slaves is also prohibitively influence expensive. |
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It'd make sense for pirate convoy population to be limited. They shouldn't be endlessly appearing out of thin air given that other things don't behave this way. |
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I personally don't have a problem with raiding pirates, since there are negatives attached: 1) Sometimes they're owned by one of the other races. A big, creeping malus for those raids, there. (Might be useful to make this a more common condition.) 2) The items give very little influence bonus, in my experience, at least. 3) On a higher tactical setting, in later games, I don't come away with the kind of ship booty you do. Maybe it's just because I'm not as good at handling that part of the game, but my loot's much more meager. 4) Pirates can become very powerful as the game progresses. I find them only a pushover very early on. |
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Certain bribe items give you crazy amounts of leverage with the Burlust, that combined with the amount of bribe items you can get from raiding makes getting them into the federation trivial. |
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Point. But couldn't that be addressed by fixing the issue just with the Burlust? |
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I'll leave that up to the devs :) Also I'd like to know if raiding has any bearing on Pirate strength. It just seems strange that the player can raid forever if they want to. Surely the pirates would bring the fight to you or just close shop and move on if they were getting hit hard all the time. Besides, it's ironic that pirates are being pirated. Why not combine the missions and have destroying bases give bribe items? |
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For 1.005: * Raiding pirate convoys now follows the pattern of search for hydral tech: there has to have been a pirate-convoy-signal (they're announced on the right sidebar like with the hydral signals), rather than just letting you repeatedly raid pirate convoys over and over again. Thanks :) |
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Nice fix |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 23, 2014 6:16 pm | Aswin | New Issue | |
Apr 23, 2014 6:16 pm | Aswin | File Added: 2014-04-23_00002.jpg | |
Apr 23, 2014 6:18 pm | Aswin | Relationship added | related to 0014434 |
Apr 23, 2014 8:54 pm | ptarth | Note Added: 0036598 | |
Apr 23, 2014 10:08 pm | Chris_McElligottPark | Assigned To | => keith.lamothe |
Apr 23, 2014 10:08 pm | Chris_McElligottPark | Status | new => assigned |
Apr 24, 2014 7:19 am | Histidine | Note Added: 0036626 | |
Apr 24, 2014 9:44 am | Prokofiev | Note Added: 0036635 | |
Apr 24, 2014 12:22 pm | Prokofiev | Note Edited: 0036635 | |
Apr 24, 2014 2:01 pm | ptarth | Relationship added | parent of 0014569 |
Apr 24, 2014 2:06 pm | Prokofiev | Note Edited: 0036635 | |
Apr 24, 2014 3:28 pm | Aswin | Note Added: 0036704 | |
Apr 24, 2014 6:52 pm | Prokofiev | Note Added: 0036736 | |
Apr 24, 2014 6:53 pm | Aswin | Note Added: 0036738 | |
Apr 24, 2014 6:57 pm | Aswin | Note Edited: 0036738 | |
Apr 25, 2014 1:02 pm | keith.lamothe | Internal Weight | => New |
Apr 25, 2014 1:02 pm | keith.lamothe | Note Added: 0036774 | |
Apr 25, 2014 1:02 pm | keith.lamothe | Status | assigned => resolved |
Apr 25, 2014 1:02 pm | keith.lamothe | Fixed in Version | => 1.005 Beta (Holy Smokes It's Big) |
Apr 25, 2014 1:02 pm | keith.lamothe | Resolution | open => fixed |
Apr 25, 2014 1:24 pm | Aswin | Note Added: 0036778 |